Showing posts with label Guides. Show all posts
Showing posts with label Guides. Show all posts

Sunday, January 18, 2009

Make Millions ISK A Day Pirating Eve Online Tip

It takes a group of you with Battleships and or Dreads.

Your group can make 300 million Isk in a day easy, here is how.

  1. Scan Moons For POS
  2. Once You Find A POS On Scan Go back to station and leave your ship.
  3. Go To The Moon You Located the POS AT (The Guns Wont Shoot At Your Pod)
  4. Gather Your Group And Get Ready To Make ISK
Sometimes the POS Miners will Hire Mercs to Defend their POS. Though with a bit of patiance and scanning moons for POS's you sometimes get a POS that has no guns or defense on it.

6-man POS takedown! 300m in Isk

This Eve Online Pirate group cruising through Nakugard one day stumbled across a Player owned station with no defenses and over 300m worth in buildings just floating around it. We declared war, and this is Eve Online Pirates taking it apart and rolling in fortune.



Wednesday, May 21, 2008

Eve Online Pirate Squad Tips

Solo pirating can be fun, but its nothing like flying with a squad.

First, your basic squad has a few things that are essential:

1. A designated leader. A squad that has no leader is like a crazy monkey with no direction. you will run around and accomplish nothing. A good squad leader should be able to call targets, keep the squad out of harms way when not attacking, think on his feet, and keep a cool head during a fight.

2. People who you trust completly. If you don’t trust the wingman who is supposed to be covering you in a fight, you will always looking to make sure he/she is doing what they are supposed to be doing and not be focusing on the target, which will end up with your ship in the scrapheap and you in a pod.

3. Set roles for each person in the squad. Each member needs to know exactly what he or she will be doing before the fight. Designate people in frigates as tacklers to lock the enemy in place, have people in Electronic Warfare ships fitted with jamming modules to keep the enemy from attacking back, and have the people in battle cruisers or battleships as the designated heavy hitter, whose sole purpose is to deal out as much damage to the target as possible.

These are just simple rules that every squad should follow to be successful. But to be a true force to be reckoned with, some creativity is required, as well as some pilots with a fair amount of Skillpoints.

Pick ships to fit the task. It may be annoying to equip each pilot with a new ship, but it doesn’t have to be anything exceedingly expensive. A squad of cruisers, each tailored to perform a specific task, is able to put up a hell of a fight. For example, my idea of a well-rounded squad would consist of the following:

* 2-3 High-Speed frigates, equipped with Microwarp drives. This will allow them to serve as tacklers and lock the enemy down. If the player has the skills to use interceptors, those work even better due to their much smaller signature radius and MUCH higher velocity. Getting to the target fast is the name of the game here.

* 3-4 Cruisers. The cruiser is a much underestimated vessel, capable of performing a variety of tasks. 1 or 2 Thorax ships (for damage), a Vexor (for Tanking) and a Blackbird (to jam the target) is able to draw most of the enemy fire away from your main firepower, and dish out a considerable amount of damage on their own.

* 2-3 Battleships. These ships are the heavy hitters of the space lanes. 1 Megathron fitted with blasters for that up close and personal damage, a Dominix for heavy tanking and a Raven for long-range missile bombardment can deal out insane damage in a very short time span.

This example squad would be able of taking on almost any target with ease, and with minimal losses if the pilots are focused and have targets called for them. As good as this is, it can be improved on. In come Tech level 2 ships, whose far higher resistances and greater damage potential make it so the amount of people involved can be much smaller. Take this Assault frigate squad for example:

* 2 Retributions fitted for pure DPS (Medium Pulse Laser II’s with Heatsinks). The amount of damage these 2 retributions alone can put out is enough to send most ships to the scrapheap (excluding battleships).

* An Ishkur and Enyo for support fire. The Ishkur is capable of fielding a full wing of light drones into the fray, which can decimate targets (especially if they are t2 variants), and the Enyo can get up close and personal with its 4 Light Neutron Blaster II’s and Void S ammo to deal out a considerable amount of damage.

* A Jaguar for tackling. The jaguar assault ship is capable of reaching 2200 meters/second, which is almost unreachable in all other assault frigates, while still being able to put out good damage with tech 2 auto cannons and a rocket launcher.

* A Harpy for long range fire support. A well equipped harpy can hit from over 100km, which puts it out of harms way while being able to hit even the fastest targets with ease, making it difficult for the enemy to escape.

The mix of ships and jobs are incredible to form a winning squad, and can include interceptors, heavy assault craft,Heavy Interdictors, recon ships,Black Ops ships, even command ships for more firepower. It is up to the pilot to decide what he or she will bring into the squad, but each person adds more power and more diverse techniques.

Sunday, March 30, 2008

Eve Online Fleet Ops Guide

In these three videos Karnal Knowledge is preforming a Fleet Operation. Karnal knowledge is a Pirating Alliance in Eve Online. No, I am not with them. You will see the way fleet operations go and how much fun they can be. Not to mention all the loot and ISK you will make. Watch all three videos they are all from the same fleet op start to finish.



#1



#2



#3

Eve Online Scanning Tutorial For Pirates

Eve Online Scanning Tutorial

In this tutorial you will learn to scan for lucrative targets in game. Much of the successful piracy in Eve Online is due to scanning.




Eve Online How To Set Up A tackler Ship

In this video for Eve Online you will be shown how to set up a proper tackle frigate to start your pursuits in piracy. My opinion all new players to be successful as a Eve online pirate should start as a tackle and learn the finer points of the art.




Saturday, March 29, 2008

Eve Online Piracy Tutorial 101

Here is a Basic How to training video for beginners of Piracy in Eve online, Its Class 101. Take your time listen to whats being said and you can get better acquainted with the tactics needed to make winning ISK easy. So you want to be an Eve Online Pirate? Lets see if you have what it takes.





The Video is a Serious training video and notes should be taken.

Thursday, March 27, 2008

Ten Tips For Becoming A Pirate On Eve Online

I am writing this article from being a corp owner and trainer of other Pirate PVPers in Eve Online for my squads. Seeing all the mistakes new players make I thought I would write this guide and save you some ISK.


Tip One: most Important:

Do not try to move up to the biggest ship as fast as you can. You will only lose it. Instead build up your skills 100% to the ship your in, then move up. Your goal is to get to a battle cruiser.

Tip Two:

Once you have a battle cruiser for your race, Max out your skills for that ship (I have single handedly wiped out 3 ships in a single fight with no help)

Tip Three:

Take Advantage of your ships bonuses, IE if it says you get a 15% to medium turrets fit your ship with those types of weapons. If you get a repair bonus fit your ship with a repper. It will come in handy during battle since you can then run the repper as you fight.

Tip Four:

Find a group or corp to play with practice shooting at each others ships in combat. By doing this you will learn what your ship can do and cant do. Listen to orders from the senior players, however if the orders seem reckless to you or your ship you just might want to find a different crew there are a lot of squad leaders out there that are just not good. Try to hook up with some 1 or older players, you would be surprised how willing they are to work with you.

Tip Five:

Dont divide your firing power on serrate targets in Eve Online. Always put all your weapons to use on one target. To maximize your force and take out the target. If you gt down to about 20% hull warp to a safe spot, rep and go back to the fight.

Tip Six:

Learn How to use your scanner, It will show you where your targets are it will also alert you to your targets friends warping in to get you..

Tip Seven:

When Pirating always travel with 2 or more friends. One set up to warp scramble and Net. (this player is called the tackler) Its an important job . Your there to stop the target so the other players can take it out. One player should be whats known as "The tank" a tank will be able to hold off the gate guns for some time. The Other player should be all out weapons for a fast kill.
Once the target has been destroyed. The Tackle can then anti warp the pod and hold it for ransom.. 1 year old and older this works on since older players tend to have implants.

Tip Eight:

Do not smack talk your targets you will gain a lot more respect in local. Get your randsom and don't ever blow up your target after they pay up. Just leave to your safe spot.

Tip Nine:

To make extra ISK while your still new to Eve Online be a mission runner for other players haul their stuff to .0, use a small fast frigate with a microwarp drive. I remember being 3 months old and just crashing gates all the way deep into pure blind and beyond and making 20 to 30 mill Isk a clip.

Tip Ten:

Max out your learning skills before doing anything.. This will aloow you to train faster than most people in the future. your learning skills speed up your training time.. Yeah i know you want to go peew peew really fast. However don't ruin your char, Train those learning skills.

In a final note follow this simple advice and it will make you a stronger better player!

Wednesday, March 26, 2008

5 Top Tips For Eve Online Pirates

We all know what piracy is, attacking ships for profit. If you do it for fun, thats greifing and a whole different scenario. This is a guide to belt piracy, which as you can imagine is done mostly in belts and complexes. Theres a few things every pirate should know

1) You will lose your ship. Bad stuff will happen 10 guys will jump you at a gate and you will die. This is why you should fly inexpensive ships.

2) Some people will dislike you. If you have problems with that don't bother with piracy in the game it wont be for you.

3) If you are nice, courteous and don't backtalk or smacktalk, people will respect you.

So now, the guide. This guide assumes you have a decent understanding of pvp.

Rule #1: Never ever ever ever ever kill after a ransom where the target pays.

Ransoming:

Ransoms are a great source of cash, especially pod ransoms. Implants are worth nothing to you but are worth a ton to him, so lock down his pod and open a convo and give him a price based on his characters age. I've heard of pod ransoms going for as much as 50 million or more. Give a price based on character age and how the guy acts. If he tries to log out to save his pod and you manage to get it, double your price for him being a fool also you now you know he has implants. Pod ransoms rock because you get nothing from killing the pod and ransoms can turn an easy, profitless kill into something that pays for your next ship.

Ship ransoms are generally not as popular. Its hard to make the other guy stop shooting so unless you can tank him a long time, its not possible. Good ransoms are on like mining battleships. Lock them down, take then into structure and convo them. Tell them to stop shooting if they still are, then tell them to pay. Usually give them a price around what they would lose. i.e. Insurance cost or cost of the tech 2 ship. Don't be afraid to negotiate, if it makes you money its worth it.

I tend not to like ship ransoms because when they pay really fast and easily, you know they may have had something worthwhile on board.

General ransom tips:

Don't take too long, and watch local. If you see local jump or if he may have friends in the system, ransom quick or not at all. Nothing is more embarassing then opening a convo and demanding money then getting blown up.

How to find targets:

Heres the hardest part and theres not much advice I can give. Get good with the scanner, be able to know exactly whats in the belts withing a few seconds of entering the system. Find a good scanning guide somewhere. A known pirate will very quickly be recognized in local by any smart character. So you need to be fast if you want to get the good targets. Belt Piracy should occur between .4s and .1s. Try to find a nice long 30+ chain of systems.

General tips to avoid being ganked:

1) After you attack someone in a .1 to .4 there is a 15 minutes timer where sentries at gates or stations will fire on you. During this timer, continue scanning belts for additional targets or simply sit in a safespot.


2) Don't enter high sec space if your security status gets messed up. A general guide from eve-o.

Players with -1.5 or greater can enter all systems

Players with -2.0 or worse cannot enter 1.0 systems

Players with -2.5 or worse cannot enter 0.9 systems

Players with -3.0 or worse cannot enter 0.8 systems

Players with -3.5 or worse cannot enter 0.7 systems

Players with -4.0 or worse cannot enter 0.6 systems

Players with -4.5 or worse cannot enter 0.5 systems

Once your security status reaches -5 you are considered an outlaw and can be attacked by players anywhere without CONCORD intervention.

3) Try to pirate in groups. This has 2 major advantages, you can take on tougher opponents and you are more likely to be able to beat whoever might come after you etc. One thing to keep in mind is that if someone attacks you at a gate and you are below -5 only you can retaliate, anyone else, whether in your gang or corp will get fired on by sentries.

Recommended ships/setups:

Almost any ship can be used to great success. Its a good idea to have a heavy tank, this allows you to survive more situations and possibly go through sentries when flagged for attacking someone. Obviously, you'll need at least on scrambler, a webifier is also another good idea. Battleships don't work so well for piracy, they are slow and locking is much more difficult. Also, ganksquads are more likely to see battleships as "worthwhile." In other words if you're in a megathron, someone is more likely to come after you wtih 10 guys and sit in the system for half an hour. People will still do this on smaller ships, don't ask me why, so be careful anyway. Also, rewards in piracy are rare. While you may get a 40 mil ransom, or kill a covetor with strip miner IIs, its not going to happen every day, every week or even every month. Because the money comes in sparse intervals if at all, its a good idea to fly a ship you can afford to lose several times over. Never pirate in a ship you can't afford to lose.

If your ship setup calls for an mwd, its a good idea to carry around an afterburner just in case you see nice targets in a complex.

Behavior:

This is more important then you can possibly imagine. The only thing more important to a pirate then his ship is his reputation. If you want to receive ransoms you need people to trust you or better yet, like you. Always be nice and never smack. If someone asks for advice, give it. Never use warp stabs, if you are afraid to lose your ship, don't pirate in it and buy a cheaper ship. Its pathetic and it shows people that you plan to lose battles. Frankly, if you get killed with them on when you initiated combat, it should be flat out embarassing. Warp stabs belong on haulers and miners, NOT pirate ships. NEVER kill after a ransom, when you do that you hurt yourself, your corp and pirates as a whole.

Tuesday, March 25, 2008

How To Guide For Pirating In Eve Online (Noobs)

20 Tips for new Pirates In Eve Online

REQUIREMENTS In The Game

For a low SP character
Many new characters may think themselves useless as pvpers; but this is most definitely not the case. In a frigate you can take down, or immobilize, an opponent much larger than yourself. They key to not die is speed. Therefore it is totally essential for all new characters to train for a micro warp drive. Now that the missile changes have come to pass, an afterburner is probably more viable, though having the skills for a micro warp drive is a very good idea.

This will help you to take reduced damage from missiles and evade turret fire.

A
new pilot should invest in the following skills:

Afterburner IV
High speed maneuvering I
Navigation IV


Afterburner IV is probably the most time consuming of the skills that you will need.

Next, you will need to be able to use a warp disruptor or warp scrambler, to stop your prey from warping away.

Both of these have their benefits, however i recommend using a warp scrambler as a lot of your targets may carry a warp core stabilizer, and the -2 scramble on this item is more likely to stop them from warping. Secondly, a warp disruptor uses too much capacitor to be run easily on a frigate.

To use this module you will need to train:
Propulsion jamming I
Navigation II (you should already have this at IV)
Electronics III

Since you now have the two main essentials: you may also want to fit a stasis webbifier (which has the same requirements for skills as the warp scrambler) to slow down your prey. However this may not be necessary if you are in an asteroid belt or at a planet etc as your target has nowhere to run.

Of course you need a ship to fit these to, and i recommend either the KESTREL or the RIFTER as both have the ability to lock down a target, while staying reasonably fast and dealing some good damage. For the kestrel, the choice between rockets or standard missiles is one best left to you. Rockets are better for close range combat as they have a better damage/time. For the rifter, experiment with the guns/missiles, and find out which suits your style best. An INCURSUS fitted with blasters is also a good option or gallente users. For amarr, the punisher is a solid frigate but lacks midslots. With pulses it can still be damaging and can absorb a lot o damage, so it is a useful ship in a gang.

At this point i would not recommend training gunnery skills too much.

Now, running a microwarpdrive and a warp disruptor, along with whatever else you wish to fit, is a drain on your capacitor. Capacitor power relays in the low slots can help you to sustain the modules.

These require:
Energy grid upgrades II
Science I
Engineering II

(don't worry about all this training: it doesn't take very long, and many of the skills are essential later on anyway)

The rest of the slots on your ship if you have any free) is really up to you.

WHERE DO I HUNT?
By now you are thinking; "Great I'm ready, where do i go to kill!"

Unfortunately it isn't that easy. To find targets, you need to go in 0.4 and below systems. These are often sparsely populated, but now and again you can find something to kill.

Try to look in the less busy low security systems, as this is where miners are more likely to be hiding. Fly around these until you see a possible target in local.

Then you use your scanner to see what ships are in space. (see "using the scanner" near the end of the tutorial) If the scanner shows a prime target, such as a hauler or a mining cruiser; off you go. To find him you can either

Browse the belts.
Use the scanner and narrow him down.

Using the scanner like this is difficult at first, but often quicker than going through the belts, and well worth getting used to.

USING THE SCANNER
First of all, position your camera so that it is facing in the same direction of your ship. From what i have seen, the "nose" of your ship when at rest points to the 5degree scan (although this is very difficult to find people with as it is so precise)

Firstly, set your overview settings to show asteroid belts, then do a 360 degree scan at full range (about 14 au)

Proceed to narrow it down until you have only the ship and the belt on the scan: the ship is most likely at the belt. Warp in. Don't worry about messing up a few times, this requires a LOT of practice.

Once you have your prey in your sights: its time for

THE ATTACK
Orbit your prey at your optimal range and engage your warp scrambler and weapons. If all goes well and you get him to structure, convo him (if you wish to ransom and not just destroy the ship) and ask for a toll. Choose this yourself, judging the value of his ship and modules and thinking how much he would lose if he went boom.

The actual technique you should sue depends on your ship, your fitting, and your opponent in the game. For most purposes I would suggest having a close range fitting (ie: AUTOCANNONS/ROCKETS/BLASTERS/PULSES for minmatar/caldari/gallente and amarr respectively. If you are using a MWD, then i suggest you engage it to close the distance between you and your foe. Once you are within range and hopefully under his guns) turn it off and orbit: this will save your capacitor for other essentials like guns and repairers.


I advise you not to pod kill your target, as the security status hit for this is very heavy, meaning you wont be able to go into high security space.

Once your prey has paid you (hopefully) let him go by deactivating your guns/scramblers. If he did not pay, send him on his merry way in his pod.

Do NOT go near the sentries for 15-20 minutes after you have commited a hostile act, as it will leave you in your pod. (sentres are cruel masters)

The new introduction of the criminal flagging counter is a very good indication of when you are flagged or not but I wouldn't trust it fully.

SECURITY STATUS
When you kill a player's ship, (and more seriously his pod) you receive a security rating drop. This can only be raised by killing battleship npcs, which is probably way above you at this point. Don't worry, if you want to be a true pirate, you can worry about this later: just make sure you don't get trapped in a low security system surrounded by a lot of high security ones, as you may find it hard to get out. Once you reach -5.0 you can be shot ANYWHERE without penalty, so be aware.

Security ratings:
-1.9 and above: you can enter all space freely
-2.4 and above: you can enter all but 1.0
-2.9 and above: you can enter all but 0.9 and above
-3.4 and above: you can enter all but 0.8 and above
-3.9 and above: you can enter all but 0.7 and above
-4.4 and above: you can enter all but 0.6 and above
-4.5 and below: you cannot enter secure space without being fired upon by the navy/concord

Expect to lose ships often until you get the hang of it. Don't worry: basic frigate setups are cheap.

Lastly: EVE is NOT a single player game, making friends is an excellent idea: and joining a pirate corp can help you to learn quicker and kill more (killing with friends beside you is much easier, and more fun)

Hope this helps, and if i forgot anything, feel free to post it.

Part II - Advanced Pirating Techniques
By now you should be reasonably experienced: and for most of these options you should be able to use a battleship.

The first is probably the best way to earn money, but you will need friends or a VERY good setup. [This bit is mainly up to you, you should know how to fit things by now]

SENTRY TANKING
My personal favorite: for this you will probably need about 3 well tanked battleships for sustained tanking, or perhaps one or two if you are not staying under sentry fire. I would not recommend capacitor boosters for this unless you have a secure can anchored somewhere in the system for easy access as they tend to run out very quickly. I would advise a close ranged setup with a web and disruptor, and a sustainable tank. Having an alt in an industrial ship to pick up the loot is also a good idea. To be successful your best bet is to have a couple of people in cloaked ships watching for a "blob" which would overpower you. Begin to align for warp every time something comes in the system, just to be on the safe side. Pick a semi busy low security system where you may be able to make some nice money. Incorporating a nos or two into your setup could be the difference between life and death if you get attacked by anything cruiser size and down.

SNIPING
I'll be blunt. I hate this, but it IS a very good (and generally safe) way to make money and accumulate a lot of kills. This can be done solo, but you may not be able to kill larger ships quickly enough. Having an alt boosting your lock time, tracking may help, as will having an alt in an industrial to pick up the loot. To actually get in position for sniping you must be 150km+ from the gate. I would advise changing spots every now and then and keeping a clsoe eye on local. If a covert ops ship enters system it is time to run away :)

COMPLEX HUNTING
Since RMR, complexes have been very good places to find targets in low security. A heavy assault cruiser, recon cruiser, or well setup battlecruiser is your friend here. An afterburner is nearly essential, as a microwarp drive will not work in dead space complexes. This is fairly simple: if you scan a ship in local and there is a complex simply check it out. If you "patrol" certain systems make a point of checking the complex every now and again. If it is easy you could do it for the security status and cash, if you are bored.

SCAN PROBING
By this point you will probably have had many people run to safe spots on you, or even leave ships and supplies at them. Probing is a great way to kill them or blow up their supplies in true pirate fashion. A covert ops ship with all the relevant skills is a great way to steal ships, or find your enemy. Simply scan the target down with the scanner, and drop a 3 AU probe in a "triangle" around his position (use moons and safe spots etc) Then hit scan. I advise turning on your cloak while it is scanning, and warping once the signal has been found while cloaked. There you go, have your gang mates war in and give your best "YARRRRR!" in local Chat.